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Remix

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Everything posted by Remix

  1. The costs to sacraficing any stat can be pretty steep. It just depends on the kind of build, the class, the difficulty you are playing on, how big you want your party... Ect. Dumping resolve and con is just an intuitive way for people to minmax spellcasters. Would I always recommend it, though? Not really. I have a party with a wizard, druid, cipher, chanter, paladin and fighter. My wizard has the lowest might simply because my chanter, druid and cipher are all built to be damage dealers (with my druid also functioning as a healer). Therefore, all I really use my wizrd for is cc. I save on spells and resting this way. That doesn,t mean his attributes don't matter. If I tried to use him in melee he would get crushed.
  2. Perception is very useful for druids. Entangle and any long lasting spells that will constantly hit your opponents benefits from interrupt as well as accuracy. That means, in addition to your spells hitting enemies repeatedly over time, each time they do hit they will have a chance to interrupt anything your enemies are doing,thus increasing your effectiveness as a crowd controller.
  3. On my potd play I have a wizard with min might. Max dex, per and int. And a bit of resolve to give him decent deflection and concentration. He fuctions as a controller. And is quite successful at it. Pillars is fairly forgiving when it comes to min-maxing. That is, as long as you make a build that complements your stats. Only hard and potd really requires optimized builds and, even then, if you have a full, somewhat balanced party (tanks, cc, healing) hardcore min maxing isn't required. Although it will make things easier.
  4. Same here. I just dropped him at his keep on my potd toi playthrough. I look forward to the rematch. There's something satisfying about killing him twice.
  5. Whenever I use a chanter my stats look something like this: 18 might 10 con Min dex Remaining points in per 18 int Remaining points in res Race can really be for whatever. I start off chanting come soft winds constantly and use corpse explosion and phantom summoning. Later on I use damaging invocations coupled with summons and fire lash and the slash/burn chants mixed with the reload time and frost traps chants.
  6. I don't know if anyone posted this link yet but this guide was very helpful for building my current party. http://steamcommunity.com/sharedfiles/filedetails/?id=416939844 The guide includes many useful builds and explanations as to why and how to use them.
  7. I think that they should make per-encounter spells a talent that casters have to take. That way you have to sacrafice other utilities in order to do have that advantage and the people that don't want them, don't pick them up.
  8. It would make more sense if, for example, only two spells were allowed per encounter and the remaining total were considered per rest. I don't know how easy that is to implement from a programming point of view, however.
  9. Chanter is one of my favorite favorite classes to play. I tend to lean toward builds that focus on shorter phrases and, therefore, utilize more invocations. However, it feels like after the 2.0 patch this build become far less useful... especially of higher levels. And this includes almost all but the more difficult battles in PoTD and Trial of Iron. The pace of combat has increased in such a way that they don't feel as much fun to play. The best solutions I can think looks at chanters in a way similar to the other spell-caster classes. The simple solution is to treat them like wizards. All invocations cost one less phrase across the board once they get to level X. Wizards get level 1, 2 and 3 per-encounter spells at level 9, 11 and 13 respectively. Plus, they get access to all of their other spells. It doesn't seem so outrageous to scale chanters so that their invocations cost one less phrase at levels 9, 11 and 13. By the time chanters reach level 13 their level one invocations will cost one phrase. That is pretty similar to the 5-second delay that the "multiclass" talent variants of Whispers of Treason and Skeleton Summons get already. It could even be Levels 10, 12 and 14 if that makes any difference. Or it can only occur twice at levels 11 and 13 only. Whichever works best for game balance. Or, if that seems too overpowered, the chanters can always be treated like ciphers. Specifically, force builds of this manner to take a class-specific talents in order for invocations to be cast with fewer phrases. At least people will have to sacrifice certain talents with their builds in order to utilize invocations more often. Ciphers have a similar catch with regards to the fact that they have to pick up talents that maximize their focus. If simply allowing chanters to cast invocations with fewer phrases accumulated once they hit level X seems too overpowered, this seems like a solution that would make for a more balanced invocation build.
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